Convert IplImage into a JPEG without using CvSaveImage in OpenCV - c#

I wish to convert an IplImage into a JPEG image in the memory (in order to stream it as M-JPEG frame over sockets) .
I know I can use CvSaveImage for this, that creates a jpeg file, I read it again and then stream it over the network.
I wish to avoid this extra disk write-read ops for faster operation. Any insights ?

Check out this question. I am not sure how you can use the solution in C#, but maybe it can help.

If your tag is correct and this is in C# then you should check out OpenCVSharp.
http://code.google.com/p/opencvsharp/
With it you can do...
IplImage ipl = new IplImage("foo.png", LoadMode.Color);
Bitmap bitmap = ipl.ToBitmap();
I also found an example of someone doing it using VC++.NET
//IplImage -> Bitmap
void Fill_Bitmap(Bitmap* bitmap, IplImage* image){
int nl= image->height;
int nc= image->width * image->nChannels;
int step= image->widthStep;
unsigned char* data=reinterpret_cast<unsigned char*>(image->imageData);
for(int i=0; i<nl; i++){
for(int j=0; j<nc; j+= image->nChannels){
bitmap->SetPixel(j/3,i,Color::FromArgb(data[j],data[j+1],data[j+2]));
}
data+= step;
}
};
Assume that in your main function:
void main(){
...
imRGB=cvCreateImage( cvSize(col,row), 8, 3 );
Tbitmap=new Bitmap(col,row,PixelFormat::Format24bppRgb);
...
Fill_Bitmap(Tbitmap,imRGB);
}
Good luck!

Pretty Simple
All you need to load files from the memory buffer is a different src manager (libjpeg). I have tested the following code in Ubuntu 8.10.
/******************************** First define mem buffer function bodies **************/
/*
* memsrc.c
*
* Copyright (C) 1994-1996, Thomas G. Lane.
* This file is part of the Independent JPEG Group's software.
* For conditions of distribution and use, see the accompanying README file.
*
* This file contains decompression data source routines for the case of
* reading JPEG data from a memory buffer that is preloaded with the entire
* JPEG file. This would not seem especially useful at first sight, but
* a number of people have asked for it.
* This is really just a stripped-down version of jdatasrc.c. Comparison
* of this code with jdatasrc.c may be helpful in seeing how to make
* custom source managers for other purposes.
*/
/* this is not a core library module, so it doesn't define JPEG_INTERNALS */
include "jinclude.h"
include "jpeglib.h"
include "jerror.h"
/* Expanded data source object for memory input */
typedef struct {
struct jpeg_source_mgr pub; /* public fields */
JOCTET eoi_buffer[2]; /* a place to put a dummy EOI */
} my_source_mgr;
typedef my_source_mgr * my_src_ptr;
/*
* Initialize source --- called by jpeg_read_header
* before any data is actually read.
*/
METHODDEF(void)
init_source (j_decompress_ptr cinfo)
{
/* No work, since jpeg_memory_src set up the buffer pointer and count.
* Indeed, if we want to read multiple JPEG images from one buffer,
* this *must* not do anything to the pointer.
*/
}
/*
* Fill the input buffer --- called whenever buffer is emptied.
*
* In this application, this routine should never be called; if it is called,
* the decompressor has overrun the end of the input buffer, implying we
* supplied an incomplete or corrupt JPEG datastream. A simple error exit
* might be the most appropriate response.
*
* But what we choose to do in this code is to supply dummy EOI markers
* in order to force the decompressor to finish processing and supply
* some sort of output image, no matter how corrupted.
*/
METHODDEF(boolean)
fill_input_buffer (j_decompress_ptr cinfo)
{
my_src_ptr src = (my_src_ptr) cinfo->src;
WARNMS(cinfo, JWRN_JPEG_EOF);
/* Create a fake EOI marker */
src->eoi_buffer[0] = (JOCTET) 0xFF;
src->eoi_buffer[1] = (JOCTET) JPEG_EOI;
src->pub.next_input_byte = src->eoi_buffer;
src->pub.bytes_in_buffer = 2;
return TRUE;
}
/*
* Skip data --- used to skip over a potentially large amount of
* uninteresting data (such as an APPn marker).
*
* If we overrun the end of the buffer, we let fill_input_buffer deal with
* it. An extremely large skip could cause some time-wasting here, but
* it really isn't supposed to happen ... and the decompressor will never
* skip more than 64K anyway.
*/
METHODDEF(void)
skip_input_data (j_decompress_ptr cinfo, long num_bytes)
{
my_src_ptr src = (my_src_ptr) cinfo->src;
if (num_bytes > 0) {
while (num_bytes > (long) src->pub.bytes_in_buffer) {
num_bytes -= (long) src->pub.bytes_in_buffer;
(void) fill_input_buffer(cinfo);
/* note we assume that fill_input_buffer will never return FALSE,
* so suspension need not be handled.
*/
}
src->pub.next_input_byte += (size_t) num_bytes;
src->pub.bytes_in_buffer -= (size_t) num_bytes;
}
}
/*
* An additional method that can be provided by data source modules is the
* resync_to_restart method for error recovery in the presence of RST markers.
* For the moment, this source module just uses the default resync method
* provided by the JPEG library. That method assumes that no backtracking
* is possible.
*/
/*
* Terminate source --- called by jpeg_finish_decompress
* after all data has been read. Often a no-op.
*
* NB: *not* called by jpeg_abort or jpeg_destroy; surrounding
* application must deal with any cleanup that should happen even
* for error exit.
*/
METHODDEF(void)
term_source (j_decompress_ptr cinfo)
{
/* no work necessary here */
}
/*
* Prepare for input from a memory buffer.
*/
GLOBAL(void)
jpeg_memory_src (j_decompress_ptr cinfo, const JOCTET * buffer, size_t bufsize)
{
my_src_ptr src;
/* The source object is made permanent so that a series of JPEG images
* can be read from a single buffer by calling jpeg_memory_src
* only before the first one.
* This makes it unsafe to use this manager and a different source
* manager serially with the same JPEG object. Caveat programmer.
*/
if (cinfo->src == NULL) { /* first time for this JPEG object? */
cinfo->src = (struct jpeg_source_mgr *)
(*cinfo->mem->alloc_small) ((j_common_ptr) cinfo, JPOOL_PERMANENT,
SIZEOF(my_source_mgr));
}
src = (my_src_ptr) cinfo->src;
src->pub.init_source = init_source;
src->pub.fill_input_buffer = fill_input_buffer;
src->pub.skip_input_data = skip_input_data;
src->pub.resync_to_restart = jpeg_resync_to_restart; /* use default method */
src->pub.term_source = term_source;
src->pub.next_input_byte = buffer;
src->pub.bytes_in_buffer = bufsize;
}
Then the usage is pretty simple. You may need to replace SIZEOF() with sizeof(). Find a standard decompression example. Just replace "jpeg_stdio_src" with "jpeg_memory_src". Hope that helps!

use CxImage http://www.codeproject.com/KB/graphics/cximage.aspx

Related

How to use the ARCore camera image in OpenCV in an Unity Android app?

I am trying to use OpenCV for hand gesture recognition in my Unity ARCore game. However, with the deprecation of TextureReaderAPI, the only way to capture the image from the camera is by using Frame.CameraImage.AcquireCameraImageBytes(). The problem with that is not only that the image is in 640x480 resolution (this cannot be changed AFAIK), but it is also in YUV_420_888 format.
As if that were not enough, OpenCV does not have free C#/Unity packages, so if I do not want to cash out 20$ for a paid package, I need to use available C++ or python versions. How do I move the YUV image to OpenCV, convert it to an RGB (or HSV) color space, and then either do some processing on it or return it back to Unity?
In this example, I will use C++ OpenCV libraries and Visual Studio 2017 and I will try to capture ARCore camera image, move it to OpenCV (as efficiently as possible), convert it to RGB color space, then move it back to Unity C# code and save it in the phone's memory.
Firstly, we have to create a C++ dynamic library project to use with OpenCV. For this, I highly recommend to follow both Pierre Baret's and Ninjaman494's answers on this question: OpenCV + Android + Unity. The process is rather straightforward, and if you will not deviate from their answers too much (i.e. you can safely download a newer than 3.3.1 version of OpenCV, but be careful when compiling for ARM64 instead of ARM, etc.), you should be able to call a C++ function from C#.
In my experience, I had to solve two problems - firstly, if you made the project part of your C# solution instead of creating a new solution, Visual Studio will keep messing with your configuration, like trying to compile a x86 version instead of an ARM version. To save yourself the hassle, create a completely separate solution. The other problem is that some functions failed to link for me, thus throwing a undefined reference linker error (undefined reference to 'cv::error(int, std::string const&, char const*, char const*, int, to be exact). If this happens and the problem is with a function that you do not really need, just recreate the function in your code - for instance if you have problems with cv::error, add this code in the end of your .cpp file:
namespace cv {
__noreturn void error(int a, const String & b, const char * c, const char * d, int e) {
throw std::string(b);
}
}
Sure, this is ugly and dirty way to do things, so if you know how to fix the linker error, please do so and let me know.
Now, you should have a working C++ code that compiles and can be run from a Unity Android application. However, what we want is for OpenCV to not return a number, but to convert an image. So change your code to this:
.h file
extern "C" {
namespace YOUR_OWN_NAMESPACE
{
int ConvertYUV2RGBA(unsigned char *, unsigned char *, int, int);
}
}
.cpp file
extern "C" {
int YOUR_OWN_NAMESPACE::ConvertYUV2RGBA(unsigned char * inputPtr, unsigned char * outputPtr, int width, int height) {
// Create Mat objects for the YUV and RGB images. For YUV, we need a
// height*1.5 x width image, that has one 8-bit channel. We can also tell
// OpenCV to have this Mat object "encapsulate" an existing array,
// which is inputPtr.
// For RGB image, we need a height x width image, that has three 8-bit
// channels. Again, we tell OpenCV to encapsulate the outputPtr array.
// Thanks to specifying existing arrays as data sources, no copying
// or memory allocation has to be done, and the process is highly
// effective.
cv::Mat input_image(height + height / 2, width, CV_8UC1, inputPtr);
cv::Mat output_image(height, width, CV_8UC3, outputPtr);
// If any of the images has not loaded, return 1 to signal an error.
if (input_image.empty() || output_image.empty()) {
return 1;
}
// Convert the image. Now you might have seen people telling you to use
// NV21 or 420sp instead of NV12, and BGR instead of RGB. I do not
// understand why, but this was the correct conversion for me.
// If you have any problems with the color in the output image,
// they are probably caused by incorrect conversion. In that case,
// I can only recommend you the trial and error method.
cv::cvtColor(input_image, output_image, cv::COLOR_YUV2RGB_NV12);
// Now that the result is safely saved in outputPtr, we can return 0.
return 0;
}
}
Now, rebuild the solution (Ctrl + Shift + B) and copy the libProjectName.so file to Unity's Plugins/Android folder, as in the linked answer.
The next thing is to save the image from ARCore, move it to C++ code, and get it back. Let us add this inside the class in our C# script:
[DllImport("YOUR_OWN_NAMESPACE")]
public static extern int ConvertYUV2RGBA(IntPtr input, IntPtr output, int width, int height);
You will be prompted by Visual Studio to add System.Runtime.InteropServices using clause - do so.
This allows us to use the C++ function in our C# code. Now, let's add this function to our C# component:
public Texture2D CameraToTexture()
{
// Create the object for the result - this has to be done before the
// using {} clause.
Texture2D result;
// Use using to make sure that C# disposes of the CameraImageBytes afterwards
using (CameraImageBytes camBytes = Frame.CameraImage.AcquireCameraImageBytes())
{
// If acquiring failed, return null
if (!camBytes.IsAvailable)
{
Debug.LogWarning("camBytes not available");
return null;
}
// To save a YUV_420_888 image, you need 1.5*pixelCount bytes.
// I will explain later, why.
byte[] YUVimage = new byte[(int)(camBytes.Width * camBytes.Height * 1.5f)];
// As CameraImageBytes keep the Y, U and V data in three separate
// arrays, we need to put them in a single array. This is done using
// native pointers, which are considered unsafe in C#.
unsafe
{
for (int i = 0; i < camBytes.Width * camBytes.Height; i++)
{
YUVimage[i] = *((byte*)camBytes.Y.ToPointer() + (i * sizeof(byte)));
}
for (int i = 0; i < camBytes.Width * camBytes.Height / 4; i++)
{
YUVimage[(camBytes.Width * camBytes.Height) + 2 * i] = *((byte*)camBytes.U.ToPointer() + (i * camBytes.UVPixelStride * sizeof(byte)));
YUVimage[(camBytes.Width * camBytes.Height) + 2 * i + 1] = *((byte*)camBytes.V.ToPointer() + (i * camBytes.UVPixelStride * sizeof(byte)));
}
}
// Create the output byte array. RGB is three channels, therefore
// we need 3 times the pixel count
byte[] RGBimage = new byte[camBytes.Width * camBytes.Height * 3];
// GCHandles help us "pin" the arrays in the memory, so that we can
// pass them to the C++ code.
GCHandle YUVhandle = GCHandle.Alloc(YUVimage, GCHandleType.Pinned);
GCHandle RGBhandle = GCHandle.Alloc(RGBimage, GCHandleType.Pinned);
// Call the C++ function that we created.
int k = ConvertYUV2RGBA(YUVhandle.AddrOfPinnedObject(), RGBhandle.AddrOfPinnedObject(), camBytes.Width, camBytes.Height);
// If OpenCV conversion failed, return null
if (k != 0)
{
Debug.LogWarning("Color conversion - k != 0");
return null;
}
// Create a new texture object
result = new Texture2D(camBytes.Width, camBytes.Height, TextureFormat.RGB24, false);
// Load the RGB array to the texture, send it to GPU
result.LoadRawTextureData(RGBimage);
result.Apply();
// Save the texture as an PNG file. End the using {} clause to
// dispose of the CameraImageBytes.
File.WriteAllBytes(Application.persistentDataPath + "/tex.png", result.EncodeToPNG());
}
// Return the texture.
return result;
}
To be able to run unsafe code, you also need to allow it in Unity. Go to Player Settings (Edit > Project Settings > Player Settings and check the Allow unsafe code checkbox.)
Now, you can call the CameraToTexture() function, let's say, every 5 seconds from Update(), and the camera image should be saved as /Android/data/YOUR_APPLICATION_PACKAGE/files/tex.png. The image will probably be landscape oriented, even if you held the phone in portrait mode, but this is not that hard to fix anymore. Also, you might notice a freeze everytime the image is saved - I recommend calling this function in a separate thread because of this. Also, the most demanding operation here is saving the image as an PNG file, so if you need it for any other reason, you should be fine (still use the separate thread, though).
If you want to undestand the YUV_420_888 format, why you need a 1.5*pixelCount array, and why we modified the arrays the way we did, read https://wiki.videolan.org/YUV/#NV12. Other websites seem to have incorrect information about how this format works.
Also, feel free to comment me with any issues you might have, and I will try to help with them, as well as any feedback for both the code and answer.
APPENDIX 1: According to https://docs.unity3d.com/ScriptReference/Texture2D.LoadRawTextureData.html, you should use GetRawTextureData instead of LoadRawTextureData, to prevent copying. To do this, just pin the array returned by GetRawTextureData instead of the RGBimage array (which you can remove). Also, do not forget to call result.Apply(); afterwards.
APPENDIX 2: Do not forget to call Free() on both GCHandles when you are done using them.
I figured out how to get the full resolution CPU image in Arcore 1.8.
I can now get the full camera resolution with cameraimagebytes.
put this in your class variables:
private ARCoreSession.OnChooseCameraConfigurationDelegate m_OnChoseCameraConfiguration = null;
put this in Start()
m_OnChoseCameraConfiguration = _ChooseCameraConfiguration; ARSessionManager.RegisterChooseCameraConfigurationCallback(m_OnChoseCameraConfiguration); ARSessionManager.enabled = false; ARSessionManager.enabled = true;
Add this callback to the class:
private int _ChooseCameraConfiguration(List<CameraConfig> supportedConfigurations) { return supportedConfigurations.Count - 1; }
Once you add those, you should have cameraimagebytes returning the full resolution of the camera.
For everyone who want to try this with OpencvForUnity:
public Mat getCameraImage()
{
// Use using to make sure that C# disposes of the CameraImageBytes afterwards
using (CameraImageBytes camBytes = Frame.CameraImage.AcquireCameraImageBytes())
{
// If acquiring failed, return null
if (!camBytes.IsAvailable)
{
Debug.LogWarning("camBytes not available");
return null;
}
// To save a YUV_420_888 image, you need 1.5*pixelCount bytes.
// I will explain later, why.
byte[] YUVimage = new byte[(int)(camBytes.Width * camBytes.Height * 1.5f)];
// As CameraImageBytes keep the Y, U and V data in three separate
// arrays, we need to put them in a single array. This is done using
// native pointers, which are considered unsafe in C#.
unsafe
{
for (int i = 0; i < camBytes.Width * camBytes.Height; i++)
{
YUVimage[i] = *((byte*)camBytes.Y.ToPointer() + (i * sizeof(byte)));
}
for (int i = 0; i < camBytes.Width * camBytes.Height / 4; i++)
{
YUVimage[(camBytes.Width * camBytes.Height) + 2 * i] = *((byte*)camBytes.U.ToPointer() + (i * camBytes.UVPixelStride * sizeof(byte)));
YUVimage[(camBytes.Width * camBytes.Height) + 2 * i + 1] = *((byte*)camBytes.V.ToPointer() + (i * camBytes.UVPixelStride * sizeof(byte)));
}
}
// Create the output byte array. RGB is three channels, therefore
// we need 3 times the pixel count
byte[] RGBimage = new byte[camBytes.Width * camBytes.Height * 3];
// GCHandles help us "pin" the arrays in the memory, so that we can
// pass them to the C++ code.
GCHandle pinnedArray = GCHandle.Alloc(YUVimage, GCHandleType.Pinned);
IntPtr pointer = pinnedArray.AddrOfPinnedObject();
Mat input = new Mat(camBytes.Height + camBytes.Height / 2, camBytes.Width, CvType.CV_8UC1);
Mat output = new Mat(camBytes.Height, camBytes.Width, CvType.CV_8UC3);
Utils.copyToMat(pointer, input);
Imgproc.cvtColor(input, output, Imgproc.COLOR_YUV2RGB_NV12);
pinnedArray.Free();
return output;
}
}
Here is an implementation of this which just uses the free plugin OpenCV Plus Unity. Very simple to set up and great documentation if you are familiar with OpenCV.
This implementation rotates the image properly using OpenCV, stores them into memory and upon exiting the app, saves them to file. I have tried to strip all Unity aspects from the code so that the function GetCameraImage() can be run on a separate thread.
I can confirm it works on Andoird (GS7), I presume it will work pretty universally.
using System;
using System.Collections.Generic;
using GoogleARCore;
using UnityEngine;
using OpenCvSharp;
using System.Runtime.InteropServices;
public class CamImage : MonoBehaviour
{
public static List<Mat> AllData = new List<Mat>();
public static void GetCameraImage()
{
// Use using to make sure that C# disposes of the CameraImageBytes afterwards
using (CameraImageBytes camBytes = Frame.CameraImage.AcquireCameraImageBytes())
{
// If acquiring failed, return null
if (!camBytes.IsAvailable)
{
return;
}
// To save a YUV_420_888 image, you need 1.5*pixelCount bytes.
// I will explain later, why.
byte[] YUVimage = new byte[(int)(camBytes.Width * camBytes.Height * 1.5f)];
// As CameraImageBytes keep the Y, U and V data in three separate
// arrays, we need to put them in a single array. This is done using
// native pointers, which are considered unsafe in C#.
unsafe
{
for (int i = 0; i < camBytes.Width * camBytes.Height; i++)
{
YUVimage[i] = *((byte*)camBytes.Y.ToPointer() + (i * sizeof(byte)));
}
for (int i = 0; i < camBytes.Width * camBytes.Height / 4; i++)
{
YUVimage[(camBytes.Width * camBytes.Height) + 2 * i] = *((byte*)camBytes.U.ToPointer() + (i * camBytes.UVPixelStride * sizeof(byte)));
YUVimage[(camBytes.Width * camBytes.Height) + 2 * i + 1] = *((byte*)camBytes.V.ToPointer() + (i * camBytes.UVPixelStride * sizeof(byte)));
}
}
// GCHandles help us "pin" the arrays in the memory, so that we can
// pass them to the C++ code.
GCHandle pinnedArray = GCHandle.Alloc(YUVimage, GCHandleType.Pinned);
IntPtr pointerYUV = pinnedArray.AddrOfPinnedObject();
Mat input = new Mat(camBytes.Height + camBytes.Height / 2, camBytes.Width, MatType.CV_8UC1, pointerYUV);
Mat output = new Mat(camBytes.Height, camBytes.Width, MatType.CV_8UC3);
Cv2.CvtColor(input, output, ColorConversionCodes.YUV2BGR_NV12);// YUV2RGB_NV12);
// FLIP AND TRANPOSE TO VERTICAL
Cv2.Transpose(output, output);
Cv2.Flip(output, output, FlipMode.Y);
AllData.Add(output);
pinnedArray.Free();
}
}
}
I then call ExportImages() when exiting the program to save to file.
private void ExportImages()
{
/// Write Camera intrinsics to text file
var path = Application.persistentDataPath;
StreamWriter sr = new StreamWriter(path + #"/intrinsics.txt");
sr.WriteLine(CameraIntrinsicsOutput.text);
Debug.Log(CameraIntrinsicsOutput.text);
sr.Close();
// Loop through Mat List, Add to Texture and Save.
for (var i = 0; i < CamImage.AllData.Count; i++)
{
Mat imOut = CamImage.AllData[i];
Texture2D result = Unity.MatToTexture(imOut);
result.Apply();
byte[] im = result.EncodeToJPG(100);
string fileName = "/IMG" + i + ".jpg";
File.WriteAllBytes(path + fileName, im);
string messge = "Succesfully Saved Image To " + path + "\n";
Debug.Log(messge);
Destroy(result);
}
}
Seems you already fix this.
But for anyone who want to combine AR with hand gesture recognition and tracking, try Manomotion: https://www.manomotion.com/
free SDk and work prefect in 12/2020.
Use the SDK Community Edition and Download ARFoundation version

SharpDX XAudio2: 6 SourceVoice limit

I have been playing around with SharpDX.XAudio2 for a few days now, and while things have been largely positive (the odd software quirk here and there) the following problem has me completely stuck:
I am working in C# .NET using VS2015.
I am trying to play multiple sounds simultaneously.
To do this, I have made:
- Test.cs: Contains main method
- cSoundEngine.cs: Holds XAudio2, MasteringVoice, and sound management methods.
- VoiceChannel.cs: Holds a SourceVoice, and in future any sfx/ related data.
cSoundEngine:
List<VoiceChannel> sourceVoices;
XAudio2 engine;
MasteringVoice master;
public cSoundEngine()
{
engine = new XAudio2();
master = new MasteringVoice(engine);
sourceVoices = new List<VoiceChannel>();
}
public VoiceChannel AddAndPlaySFX(string filepath, double vol, float pan)
{
/**
* Set up and start SourceVoice
*/
NativeFileStream fileStream = new NativeFileStream(filepath, NativeFileMode.Open, NativeFileAccess.Read);
SoundStream soundStream = new SoundStream(fileStream);
SourceVoice source = new SourceVoice(engine, soundStream.Format);
AudioBuffer audioBuffer = new AudioBuffer()
{
Stream = soundStream.ToDataStream(),
AudioBytes = (int)soundStream.Length,
Flags = SharpDX.XAudio2.BufferFlags.EndOfStream
};
//Make voice wrapper
VoiceChannel voice = new VoiceChannel(source);
sourceVoices.Add(voice);
//Volume
source.SetVolume((float)vol);
//Play sound
source.SubmitSourceBuffer(audioBuffer, soundStream.DecodedPacketsInfo);
source.Start();
return voice;
}
Test.cs:
cSoundEngine engine = new cSoundEngine();
total = 6;
for (int i = 0; i < total; i++)
{
string filepath = System.IO.Directory.GetParent(System.IO.Directory.GetCurrentDirectory()).Parent.FullName + #"\Assets\Planet.wav";
VoiceChannel sfx = engine.AddAndPlaySFX(filepath, 0.1, 0);
}
Console.Read(); //Input anything to end play.
There is currently nothing worth showing in VoiceChannel.cs - it holds 'SourceVoice source' which is the one parameter sent in the constructor!
Everything is fine and well running with up to 5 sounds (total = 5). All you hear is the blissful drone of Planet.wav. Any higher than 5 however causes the console to freeze for ~5 seconds, then close (likely a c++ error which debugger can't handle). Sadly no error message for us to look at or anything.
From testing:
- Will not crash as long as you do not have more than 5 running sourcevoices.
- Changing sample rate does not seem to help.
- Setting inputChannels for master object to a different number makes no difference.
- MasteringVoice seems to say the max number of inputvoices is 64.
- Making each sfx play from a different wav file makes no difference.
- Setting the volume for sourcevoices and/or master makes no difference.
From the XAudio2 API Documentation I found this quote: 'XAudio2 removes the 6-channel limit on multichannel sounds, and supports multichannel audio on any multichannel-capable audio card. The card does not need to be hardware-accelerated.'. This is the closest I have come to finding something that mentions this problem.
I am not well experienced with programming sfx and a lot of this is very new to me, so feel free to call me an idiot where appropriate but please try and explain things in layman terms.
Please, if you have any ideas or answers they would be greatly appreciated!
-Josh
As Chuck has suggested, I have created a databank which holds the .wav data, and I just reference the single data store with each buffer. This has improved the sound limit up to 20 - however this has not fixed the problem as a whole, likely because I have not implemented this properly.
Implementation:
class SoundDataBank
{
/**
* Holds a single byte array for each sound
*/
Dictionary<eSFX, Byte[]> bank;
string curdir => Directory.GetParent(Directory.GetCurrentDirectory()).Parent.FullName;
public SoundDataBank()
{
bank = new Dictionary<eSFX, byte[]>();
bank.Add(eSFX.planet, NativeFile.ReadAllBytes(curdir + #"\Assets\Planet.wav"));
bank.Add(eSFX.base1, NativeFile.ReadAllBytes(curdir + #"\Assets\Base.wav"));
}
public Byte[] GetSoundData(eSFX sfx)
{
byte[] output = bank[sfx];
return output;
}
}
In SoundEngine we create a SoundBank object (initialised in SoundEngine constructor):
SoundDataBank soundBank;
public VoiceChannel AddAndPlaySFXFromStore(eSFX sfx, double vol)
{
/**
* sourcevoice will be automatically added to MasteringVoice and engine in the constructor.
*/
byte[] buffer = soundBank.GetSoundData(sfx);
MemoryStream memoryStream = new MemoryStream(buffer);
SoundStream soundStream = new SoundStream(memoryStream);
SourceVoice source = new SourceVoice(engine, soundStream.Format);
AudioBuffer audioBuffer = new AudioBuffer()
{
Stream = soundStream.ToDataStream(),
AudioBytes = (int)soundStream.Length,
Flags = SharpDX.XAudio2.BufferFlags.EndOfStream
};
//Make voice wrapper
VoiceChannel voice = new VoiceChannel(source, engine, MakeOutputMatrix());
//Volume
source.SetVolume((float)vol);
//Play sound
source.SubmitSourceBuffer(audioBuffer, soundStream.DecodedPacketsInfo);
source.Start();
sourceVoices.Add(voice);
return voice;
}
Following this implementation now lets me play up to 20 sound effects - but NOT because we are playing from the soundbank. Infact, even running the old method for sound effects now gets up to 20 sfx instances.
This has improved up to 20 because we have done NativeFile.ReadAllBytes(curdir + #"\Assets\Base.wav") in the constructor for the SoundBank.
I suspect NativeFile is holding a store of loaded file data, so you regardless of whether you run the original SoundEngine.AddAndPlaySFX() or SoundEngine.AddAndPlaySFXFromStore(), they are both running from memory?
Either way, this has quadrupled the limit from before, so this has been incredibly useful - but requires further work.

XAudio2 - Cracking output when using a dynamic buffer

To provide a little bit of context. I am trying to output live audio from a camera in my c# application. After doing some research it seems pretty obvious to do it in a c++ managed dll. I chose the XAudio2 api because it should be pretty easy to implement and use with dynamic audio content.
So the idea is to create the XAudio device in c++ with an empty buffer and push in the audio from the c# code side. The audio chunks are pushed every 50ms because I want to keep the latency as small as possible.
// SampleRate = 44100; Channels = 2; BitPerSample = 16;
var blockAlign = (Channels * BitsPerSample) / 8;
var avgBytesPerSecond = SampleRate * blockAlign;
var avgBytesPerMillisecond = avgBytesPerSecond / 1000;
var bufferSize = avgBytesPerMillisecond * Time;
_sampleBuffer = new byte[bufferSize];
Everytime the timer runs it gets the pointer of the audio buffer, reads the data from the audio, copies the data to the pointer and calls the PushAudio method.
I am also using a stopwatch to check how long the processing took and calculate the interval again for the timer to include the processing time.
private void PushAudioChunk(object sender, ElapsedEventArgs e)
{
unsafe
{
_pushAudioStopWatch.Reset();
_pushAudioStopWatch.Start();
var audioBufferPtr = Output.AudioCapturerBuffer();
FillBuffer(_sampleBuffer);
Marshal.Copy(_sampleBuffer, 0, (IntPtr)audioBufferPtr, _sampleBuffer.Length);
Output.PushAudio();
_pushTimer.Interval = Time - _pushAudioStopWatch.ElapsedMilliseconds;
_pushAudioStopWatch.Stop();
DIX.Log.WriteLine("Push audio took: {0}ms", _pushAudioStopWatch.ElapsedMilliseconds);
}
}
This is the implementation of the c++ part.
Regarding to the documentation on msdn I created a XAudio2 device and added the MasterVoice and SourceVoice. The buffer is empty at first because the c# part is responsible to push in the audio data.
namespace Audio
{
using namespace System;
template <class T> void SafeRelease(T **ppT)
{
if (*ppT)
{
(*ppT)->Release();
*ppT = NULL;
}
}
WAVEFORMATEXTENSIBLE wFormat;
XAUDIO2_BUFFER buffer = { 0 };
IXAudio2* pXAudio2 = NULL;
IXAudio2MasteringVoice* pMasterVoice = NULL;
IXAudio2SourceVoice* pSourceVoice = NULL;
WaveOut::WaveOut(int bufferSize)
{
audioBuffer = new Byte[bufferSize];
wFormat.Format.wFormatTag = WAVE_FORMAT_PCM;
wFormat.Format.nChannels = 2;
wFormat.Format.nSamplesPerSec = 44100;
wFormat.Format.wBitsPerSample = 16;
wFormat.Format.nBlockAlign = (wFormat.Format.nChannels * wFormat.Format.wBitsPerSample) / 8;
wFormat.Format.nAvgBytesPerSec = wFormat.Format.nSamplesPerSec * wFormat.Format.nBlockAlign;
wFormat.Format.cbSize = 0;
wFormat.SubFormat = KSDATAFORMAT_SUBTYPE_PCM;
HRESULT hr = XAudio2Create(&pXAudio2, 0, XAUDIO2_DEFAULT_PROCESSOR);
if (SUCCEEDED(hr))
{
hr = pXAudio2->CreateMasteringVoice(&pMasterVoice);
}
if (SUCCEEDED(hr))
{
hr = pXAudio2->CreateSourceVoice(&pSourceVoice, (WAVEFORMATEX*)&wFormat,
0, XAUDIO2_DEFAULT_FREQ_RATIO, NULL, NULL, NULL);
}
buffer.pAudioData = (BYTE*)audioBuffer;
buffer.AudioBytes = bufferSize;
buffer.Flags = 0;
if (SUCCEEDED(hr))
{
hr = pSourceVoice->Start(0);
}
}
WaveOut::~WaveOut()
{
}
WaveOut^ WaveOut::CreateWaveOut(int bufferSize)
{
return gcnew WaveOut(bufferSize);
}
uint8_t* WaveOut::AudioCapturerBuffer()
{
if (!audioBuffer)
{
throw gcnew Exception("Audio buffer is not initialized. Did you forget to set up the audio container?");
}
return (BYTE*)audioBuffer;
}
int WaveOut::PushAudio()
{
HRESULT hr = pSourceVoice->SubmitSourceBuffer(&buffer);
if (FAILED(hr))
{
return -1;
}
return 0;
}
}
The problem I am facing is that I always have some cracking in the output. I tried to increase the interval of the timer or increased the buffer size a bit. Everytime the same result.
What am I doing wrong?
Update:
I created 3 buffers the XAudio engine can go through. The cracking got away. The missing part now is to fill the buffers at the right time from the c# part to avoid buffers with the same data.
void Render(void* param)
{
std::vector<byte> audioBuffers[BUFFER_COUNT];
size_t currentBuffer = 0;
// Get the current state of the source voice
while (BackgroundThreadRunning && pSourceVoice)
{
if (pSourceVoice)
{
pSourceVoice->GetState(&state);
}
while (state.BuffersQueued < BUFFER_COUNT)
{
std::vector<byte> resultData;
resultData.resize(DATA_SIZE);
CopyMemory(&resultData[0], pAudioBuffer, DATA_SIZE);
// Retreive the next buffer to stream from MF Music Streamer
audioBuffers[currentBuffer] = resultData;
// Submit the new buffer
XAUDIO2_BUFFER buf = { 0 };
buf.AudioBytes = static_cast<UINT32>(audioBuffers[currentBuffer].size());
buf.pAudioData = &audioBuffers[currentBuffer][0];
pSourceVoice->SubmitSourceBuffer(&buf);
// Advance the buffer index
currentBuffer = ++currentBuffer % BUFFER_COUNT;
// Get the updated state
pSourceVoice->GetState(&state);
}
Sleep(30);
}
}
XAudio2 does not copy the source data buffer at the time you submit it via SubmitSourceBuffer. You must keep that data (which is in your application memory) valid, and the buffer allocated for the entire time that XAudio2 will need to read out of it to process the data. This is done for efficiency to avoid the need for an extra copy, but puts the multi-threaded burden of keeping the memory available until it's done playing on you. That also means you can't modify the playing buffer.
Your current code is just reusing the same buffer which is causing the popping as you change the data while it's play. You can solve this with having 2 or three buffers you rotate between. A XAudio2 Source Voice has status information you can use to determine when it's done playing a buffer, or you can register for explicit callbacks which tell you when the buffer is no longer being used.
See DirectX Tool Kit for Audio and classic XAudio2 samples for examples of using XAudio2.

Update a D3D9 texture from CUDA

I’m working on a prototype that integrates WPF, Direct3D9 (using Microsoft’s D3DImage WPF class), and CUDA (I need to be able to generate a texture for the D3DImage on the GPU).
The problem is, CUDA doesn’t update my texture. No error codes are returned, the texture just stays unchanged. Even if I read after my own write, I don't see any changes. How to update my D3D9 texture?
I'm not even running any CUDA kernels, for debug purposes I only using cuMemcpy2D API to write the CUDA memory by copying some fake data from the CPU.
Here’s the code, it’s C# but I’ve placed native APIs in the comments:
static void updateTexture( Texture tx )
{
var size = tx.getSize();
using( CudaDirectXInteropResource res = new CudaDirectXInteropResource( tx.NativePointer, CUGraphicsRegisterFlags.None, CudaContext.DirectXVersion.D3D9 ) ) // cuGraphicsD3D9RegisterResource
{
res.Map(); // = cuGraphicsMapResources
using( CudaArray2D arr = res.GetMappedArray2D( 0, 0 ) ) // cuGraphicsSubResourceGetMappedArray, cuArrayGetDescriptor. The size is correct here, BTW
{
// Debug code below - don't run any kernels for now, just call cuMemcpy2D to write the GPU memory
uint[] arrWhite = new uint[ size.Width * size.Height ];
for( int i = 0; i < arrWhite.Length; i++ )
arrWhite[ i ] = 0xFF0000FF;
arr.CopyFromHostToThis( arrWhite ); // cuMemcpy2D
uint[] test = new uint[ size.Width * size.Height ];
arr.CopyFromThisToHost( test ); // The values here are correct
}
res.UnMap(); // cuGraphicsUnmapResources
}
tx.AddDirtyRectangle();
// Map again and check what's in the resource
using( CudaDirectXInteropResource res = new CudaDirectXInteropResource( tx.NativePointer, CUGraphicsRegisterFlags.None, CudaContext.DirectXVersion.D3D9 ) )
{
res.Map();
using( CudaArray2D arr = res.GetMappedArray2D( 0, 0 ) )
{
uint[] test = new uint[ size.Width * size.Height ];
arr.CopyFromThisToHost( test ); // All zeros :-(
Debug.WriteLine( "First pixel: {0:X}", test[ 0 ] );
}
res.UnMap();
}
}
As hinted by the commenter, I’ve tried creating a single instance of CudaDirectXInteropResource along with the D3D texture.
It worked.
It’s counter-intuitive and undocumented, but it looks like cuGraphicsUnregisterResource destroys the newly written data.
At least on my machine with GeForce GTX 960, Cuda 7.0 and Windows 8.1 x64.
So, the solution — call cuGraphicsD3D9RegisterResource once per texture, and use cuGraphicsMapResources / cuGraphicsUnmapResources API to allow CUDA to access the texture data.

Audio generation software or .NET library

I need to be able to play certain tones in a c# application. I don't care if it generates them on the fly or if it plays them from a file, but I just need SOME way to generate tones that have not only variable volume and frequency, but variable timbre. It would be especially helpful if whatever I used to generate these tones would have many timbre pre-sets, and it would be even more awesome if these timbres didn't all sound midi-ish (meaning some of them sounded like the might have been recordings of actual instruments).
Any suggestions?
You might like to take a look at my question Creating sine or square wave in C#
Using NAudio in particular was a great choice
This article helped me with something similar:
http://social.msdn.microsoft.com/Forums/vstudio/en-US/18fe83f0-5658-4bcf-bafc-2e02e187eb80/beep-beep
The part in particular is the Beep Class:
public class Beep
{
public static void BeepBeep(int Amplitude, int Frequency, int Duration)
{
double A = ((Amplitude * (System.Math.Pow(2, 15))) / 1000) - 1;
double DeltaFT = 2 * Math.PI * Frequency / 44100.0;
int Samples = 441 * Duration / 10;
int Bytes = Samples * 4;
int[] Hdr = {0X46464952, 36 + Bytes, 0X45564157, 0X20746D66, 16, 0X20001, 44100, 176400, 0X100004, 0X61746164, Bytes};
using (MemoryStream MS = new MemoryStream(44 + Bytes))
{
using (BinaryWriter BW = new BinaryWriter(MS))
{
for (int I = 0; I < Hdr.Length; I++)
{
BW.Write(Hdr[I]);
}
for (int T = 0; T < Samples; T++)
{
short Sample = System.Convert.ToInt16(A * Math.Sin(DeltaFT * T));
BW.Write(Sample);
BW.Write(Sample);
}
BW.Flush();
MS.Seek(0, SeekOrigin.Begin);
using (SoundPlayer SP = new SoundPlayer(MS))
{
SP.PlaySync();
}
}
}
}
}
It can be used as follows
Beep.BeepBeep(100, 1000, 1000); /* 10% volume */
There's a popular article on CodeProject along these lines:
http://www.codeproject.com/KB/audio-video/CS_ToneGenerator.aspx
You might also check out this thread:
http://episteme.arstechnica.com/eve/forums/a/tpc/f/6330927813/m/197000149731
In order for your generated tones not to sound 'midi-ish', you'll have to use real-life samples and play them back. Try to find some good real instrument sample bank, like http://www.sampleswap.org/filebrowser-new.php?d=INSTRUMENTS+single+samples%2F
Then, when you want to compose melody from them, just alternate playback frequency relative to the original sample frequency.
Please drop me a line if you find this answer usefull.

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